Delta-v/Content.Server/EntityEffects/Effects
Fildrance c43f3d500d 3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests

* Fix sandbox type errors

* First pass on procgen

* Procgen adjustments

* Networking

* Cruft and god and beauty and analysis console

* convert to data types that dont make me want to kill myself

* starting work on console UI

* drawing nodes n shit

* damn that ui FUCKS

* XAT

* Add a bunch of basic triggers

* Fix trigger gen

* Add node info into the analysis console UI

* Add node unlocking

* more trigger cuz thats pretty cool

* final triggers + incorporate gnostic faith

* some ui changes, mostly

* Fix orphaned procgen segments

* its not random dipshit

* yeah... this one will make pjb happy....

* we call it a day for the UI

* imagine... shared power code...

* extraction WIP but we gotta sidequest momentarily

* oh hey would you look at that its the actual functionality

* distrotrased

* Small departure for randomness.

* ok yep yep indeed that is an effect very cool.

* thanos snap oldcode

* fuck it we ball

* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.

* refactor: most of preparations, cleanup and groundwork. also segment-related tests

* feature: all basic effects returning

* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working

* feat: prevent non-first-time-predicted calls in shared artifact effect systems

* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action

* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again

* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun

* refactor: fix protos

* refactor: fix linter

* fix: fix old artifact component names in yml

* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents

* fix: removed old component usage in maps

* fix: remove more deleted components from map

* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest

* refactor: fix tests, add loc description to toolshed commands

* Changed node scanner to tell the whole story about current artifact state

* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay

* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,

* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling

* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration

* refactor: set default value for XenoArtifactComponent.EffectsTable for tests

* fix: now explosions XAE can be activated for effect

* refactor: added some usedelay so artifactuse would'nt be spammed

* refactor: artifact-related hints improvements

* fix: artifact no longer spawns fauna into itself

* refactor: xml-doc and minor refactoring

* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems

* map for playtest, TODO REVERT THIS

* fix: magboots trigger art from a mile

* refactor: bind artifact animation to unlocking state

* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)

* fix: random artifact node durability now is rolled for max and not current value

* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation

* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase

* use only 1 file with art use animation

* refactor: minor artifact dmg triggers tuning

* feat: now nodes that CAN be unlocked are displayed with specific color in console.

* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing

* feat: now non-active unlocked nodes return more points if durability was not wasted

* feat: now puddle/foam effects change description of node

* fix: fix test failure

* refactor: renamed phasing effect, fixed failing test for elkridge

* minor balance changes

* refactor: split rare materials into separate effects

* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node

* fix: removed OnIrradiatedEvent duplicate c-tor

* revert changes of reach for playtest

* revert last row empty line removal on reach.yml

* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client

* fix: fix elkridge for tests (again)

* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems

* refactor: naming

* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides

* fix: duplicate xeno artifact unlocking sound fixed

* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor

* feat: networking for shared XAE components + xml-doc leftovers

* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be

* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles

* refactor: xml-docs, minor refactors

* revert XenoArtifactCommand.ArtifactPrototype being PrototId

* refactor: simplify the way ExtractionResearchLabel works

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-23 12:52:41 +01:00
..
PlantMetabolism upstream merge (#1636) 2024-08-18 17:21:07 +00:00
StatusEffects Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
AddToSolutionReaction.cs upstream merge 7/9 (#1762) 2024-09-10 01:20:38 +10:00
AdjustAlert.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
AdjustReagent.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
AdjustTemperature.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
AreaReactionEffect.cs metal foam grenades (#29428) 2024-08-09 17:34:17 +01:00
CauseZombieInfection.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ChemCleanBloodstream.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ChemHealEyeDamage.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ChemVomit.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
CreateEntityReactionEffect.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
CreateGas.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
CureZombieInfection.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
Drunk.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
Electrocute.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
Emote.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
EmpReactionEffect.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ExplosionReactionEffect.cs Juice that makes you go boom (#34730) 2025-02-14 16:09:48 +00:00
ExtinguishReaction.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
FlammableReaction.cs Make Ignite tryget flammablecomp (#34970) 2025-02-14 16:09:57 +00:00
FlashReactionEffect.cs upstream merge 2/11 (#2090) 2024-11-07 20:09:25 +00:00
Glow.cs Botany Rework Part 1: Mutations (#31163) 2024-09-22 02:23:49 +01:00
HealthChange.cs Add ability for +VVEDIT users to scale damage/healing in the game (#35255) 2025-03-01 13:35:33 +00:00
Ignite.cs Make Ignite tryget flammablecomp (#34970) 2025-02-14 16:09:57 +00:00
MakeSentient.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ModifyBleedAmount.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ModifyBloodLevel.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ModifyLungGas.cs Quick warning fixes (#31694) 2024-09-01 03:56:15 +01:00
MovespeedModifier.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
Oxygenate.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
Paralyze.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
PlantChangeStat.cs Botany Rework Part 1: Mutations (#31163) 2024-09-22 02:23:49 +01:00
PlantMutateChemicals.cs Botany Rework Part 1: Mutations (#31163) 2024-09-22 02:23:49 +01:00
PlantMutateGases.cs Botany Rework Part 1: Mutations (#31163) 2024-09-22 02:23:49 +01:00
PlantMutateHarvest.cs Botany Rework Part 1: Mutations (#31163) 2024-09-22 02:23:49 +01:00
PlantSpeciesChange.cs Botany Rework Part 1: Mutations (#31163) 2024-09-22 02:23:49 +01:00
Polymorph.cs Quick warning fixes (#31694) 2024-09-01 03:56:15 +01:00
PopupMessage.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ReduceRotting.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
ResetNarcolepsy.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
SatiateHunger.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
SatiateThirst.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
Slipify.cs Botany Rework Part 1: Mutations (#31163) 2024-09-22 02:23:49 +01:00
SolutionTemperatureEffects.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
WashCreamPieReaction.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00
WearableReaction.cs Turn ReagentEffects into generic EntityEffects (#28168) 2024-07-25 01:55:29 +02:00